Networked games are supported by distributed client-server architecture [1]. Due to this, a constant communication is required between the nodes in the network during the gameplay
Weak network, disconnections and server latency can induce lag and cause a bad gaming experience. Lack of proper synchronization can lead to variation in game states on client and the server.
Lag can be handled using methods such as client-side predictive logic and latency minimization techniques. Synchronization can be achieved through use of reliable data transmission protocols.
Consider the example from the post 114633 where the user faces the issue of the character moving slower due to server lag. Due to this problem, the character gets caught by the enemies and is killed. This issue can be resolved by modifying the logic to move the character based on time duration rather than the number of key-presses.
[1] W. tong Cai, P. Xavier, S. J. Turner, B.-S. Lee, A scalable ar- chitecture for supporting interactive games on the internet, in: Proceedings 16th Workshop on Parallel and Distributed Simulation, IEEE Computer Society, 2002, pp. 60–60.